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I've published (and abandoned) games written in: java, flash, xna (C#), adobe air, javascript, objective c, rubymotion (now dragonruby), swift + uikit, swift + spritekit, unity, haxe my current favorite is pixi.js with typescript bindings for what I do (mostly simple 2d games), they're all pretty interchangeable. if you've got a decent scene graph, good text rendering, and a way to play audio -- you're most of the way to a game engine. i agree with the original author, but i don't agree with the reasons. people abandon games because making fun games is hard. you can execute your idea perfectly, only to find after a few hundred hours of code later that your idea isn't very fun (or, alternatively, creating content is a slog) most prototyping is gameplay programming, but I'd say most of actual game dev is UI and content. the amount of polish needed to finish something and put it out into the world is significantly more work than just making something that kinda works as a prototype, and if you're doing it as a hobby it's way more fun to just make more prototypes |